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The fury costs 60 scrap...
That's too much. 88%  88%  [ 7 ]
That's fine. 13%  13%  [ 1 ]
That's too little. 0%  0%  [ 0 ]
Total votes : 8
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 Post subject: The Fury Strike Mod Pack
PostPosted: December 16th, 2011, 5:58 pm 
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Joined: August 7th, 2009, 5:56 pm
Posts: 400
Location: Eastbourne, England
After experimenting with the ODFs for a while, I came up with the idea of making a bunch of modded ODFs which would come together to form a pack. I came up with the idea of being able to build a fury from the recycler. I have put together a .ZIP of the pack. At the moment it is only compatible for the NSDF as I haven't put together a modded CCA recycler yet, but I will do by tonight.

The thing I really hope can happen, but at the moment can't seem to get it to, is to make the recycler play a .WAV file when building the fury. Only for building the fury, not for all units.

I have the .WAV file, but it needs re-doing as it far too quiet when I tried it out in Battlezone.

I can get the file to play when I put it into the "soundBuild = ..." code line within the .ODF, but when it is here, it plays whenever any unit is built from the recycler, which isn't the idea.

I tried this: "soundBuildItem9 = ...", but this didn't work. (The Fury build option is 9, that's why it says 'Item9').


At the moment, the fury costs 60 to build, along with a pilot. It has a lot of ammo and health. It moves extremely fast and is also commandeer-able :D. When it is destroyed, it drops 50 scrap (Which makes it a good unit to scrapmake with - unfortunately). The fury takes 20 seconds to build and the .WAV build sound is 20/21 seconds long.

I think the 60 scrap price is too much, but I would feedback on this point.


Because for some reason when you add a new weapon hardpoint in the .ODF, even if you enter the line in perfectly, it just simply won't register it. There is only one weapon hardpoint for the svsav (the fury that I'm using). For those reasons, I had to make the bolt buddy much more powerful. I did this by changing the weapon's fire rate from something like 0.6 to 0.1. I also added more ammo to the fury, as with a 0.1 fire rate, ammo depletes very fast.

Files that are added:

gbolt - Bolt Buddy. (Faster fire rate).
svsav - The fury .ODF that I chose to add. (I think there are a couple others). I made the fury MUCH faster, has a higher ammo and hull count and also the ability to jump higher.

BE SURE TO DELETE THESE FILES WHEN YOU WANT TO REMOVE THE MOD.

Files that are modified:

avrecy - NSDF Recycler. New option in the build menu; option 9 - Fury. Costs 60. Requires a pilot. Build time: 20 seconds.

BE SURE TO DELETE THIS FILE AND PUT THE STOCK ONE IN THE ADDON TO REPLACE THE MODDED FILE. THE STOCK ONE IS IN THE "STOCK FILES" FOLDER IN THE .ZIP ARCHIVE.

FYI - You will get a "Mission Version Mismatch" (MVM) error when attempting to join a game in which the other players don't have this mod installed. The same goes for people who do not have this mod pack when attempting to join a game in which the players do have the mod installed.

Please download and try it out. Feedback would be more than welcome, encouraged infact. :)


Attachments:
The Fury Strike Pack.zip [3.32 KiB]
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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: December 18th, 2011, 7:58 pm 

Joined: November 20th, 2011, 12:54 pm
Posts: 45
I was playing the fury and there are some problems :
1. The fury can fly too high

Attachment:
Unbenannt.JPG
Unbenannt.JPG [ 45.5 KiB | Viewed 354 times ]


2. the NPC's cannt play the fury because they cannt fly
3. I Had to use 2 Hangars and 2 Supplies :)

Attachment:
Unbenannt01.JPG
Unbenannt01.JPG [ 32.5 KiB | Viewed 354 times ]


4. I saw the NPC trying to come to me through two hills and it crashed the hills and my silo and then it loses very much life (50%) only because it was crashing my silo 6 times

I think 60 scrap is too much


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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: December 18th, 2011, 9:06 pm 
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Joined: June 16th, 2009, 6:07 pm
Posts: 539
Location: Breda, The Netherlands
I agree with Joker, 60 scrap is way too much, I suggest 20 scrap for the Fury.
My personal opinion is that you can better make a custom map with those (renamed) units on it, so that they don't overwrite anything stock and you can play with people that don't have the mod installed instead of removing and installing it every time.

For the rest, this looks promising, keep adding stuff and this can become an amazing mod. :)


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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: December 24th, 2011, 2:07 pm 
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Joined: August 7th, 2009, 5:56 pm
Posts: 400
Location: Eastbourne, England
Hey Joker and Goomba, thanks for the feedback :). Sorry about the week late reply.

I have put together the 2nd version of the mod and will upload it here later today.

Joker wrote:
1. The fury can fly too high


I agree with you on this, however the furies in single player do fly very high. I have taken what you said into consideration by reducing the jump height from 150.0 to 100.0. I'm not too sure how much of a difference this will make as I haven't actually tried out version 2.0 of this mod yet. (If it's still too much, I will drop it further to 75.0 and try that out).

Joker wrote:
2. the NPC's cannt play the fury because they cannt fly


By Fly you mean Jump? If so: Yeah I noticed this too. I think it lies in the AI Coding/Scripting file for the fury. I'm not too sure where to start with that. All I know is that the AI Programming files have the extension, .AIP. I would have to ask Goomba for assistance on that one :lol:.


Joker wrote:
3. I Had to use 2 Hangars and 2 Supplies :)


Due to the Fury's high health and ammo count, this will be the situation unfortunately. Whenever I want to resupply or repair a fury I just place it on top of the armory and get the armory to fire repair and ammo pods out to wherever. They will shoot straight into the fury which will automatically heal it/resupply it instead. (Note: this sometimes doesn't work).

______Fury | Grizzly
Hull : 8500 | 3000
Ammo: 3250 | 1200

Imagine more than doubling the amount of time spent at the Hangar and Supply. That's how it is for the Fury.


Joker wrote:
4. I saw the NPC trying to come to me through two hills and it crashed the hills and my silo and then it loses very much life (50%) only because it was crashing my silo 6 times


This is probably down to the programming of the unit. I think there is a way to make it either avoid buildings or terrain that could injure it or it could just be programmed to fly (jump) over them. Again, If I'm correct, it would need someone exploration into (or the creation of) an .AIP file. The reason why the fury lost SO much health is because of the high speed that it would of been travelling at. When a unit is ordered to follow you, it travels at the fastest speed it can possibly go (Which I think is very near the speed the player can go at). The faster you are going in BZ, the more heavier and damaging the impact with another object will be. Much like real life. :lol:

Joker wrote:
I think 60 scrap is too much


I personally think that a high scrap cost is good as the Fury is pretty much an uber unit. If you protect it when it attacks, you could win with it easily. But after you and Goomba both agreeing that the cost should be dropped and with the poll that I created, I see it only fair if I do drop the cost. After all, there is no point in welcoming feedback if your not going to listen to it :lol:.

I have lowered the cost of the fury down to 20.

What's new in Version 2: (Hey, that rhymes!)

Price drop from 60 to 20.
The Fury now drops 15 scrap instead of the original 50 when it is destroyed.
The addition of a modded CCA Recycler file.
The jump height is decreased from 150.0 to 100.0.


After some discussion with Batman in the lobby, I have decided to make a pack of maps to go along with the mod pack to help prevent the Mission Version Mismatches. At the moment, the fury is still in the testing stage so I will make maps later when the Fury is all good.

I will add the .zip for download in roughly 30 minutes.

EDIT: ----------------------------------

I have made the Fury's turning speed slightly higher.
The Fury's radar range is now further. (Originally it was 400M, now it's 600M).

Version 2.0 is now available for download!


Attachments:
The Fury Strike Version 2.0.rar [4.73 KiB]
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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: December 24th, 2011, 4:06 pm 

Joined: November 20th, 2011, 12:54 pm
Posts: 45
Total x Avenger wrote:
Joker wrote:
3. I Had to use 2 Hangars and 2 Supplies :)

Whenever I want to resupply or repair a fury I just place it on top of the armory and get the armory to fire repair and ammo pods out to wherever.


good idea xD


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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: January 10th, 2012, 3:33 am 
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Joined: January 6th, 2012, 10:38 pm
Posts: 12
Not that it'd help any with the actual fury, but I noticed when the CCA ones go rogue, it seems to have an insta-switch, probably replacing the fury vehicle with the one crazy high-speed w/e one...


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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: April 11th, 2012, 7:32 pm 

Joined: April 11th, 2012, 7:25 pm
Posts: 2
I just download this, and let me tell you it's very fun. As for feedback, if you do another version of this, it would be cool if you made a fury with the alien texture (blue and dark grey) instead of the CCA texture


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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: April 11th, 2012, 7:44 pm 
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Joined: August 7th, 2009, 5:56 pm
Posts: 400
Location: Eastbourne, England
I'm glad you enjoyed it AgeOfDanger :)

Thanks for the feedback, I agree with you about the skin of the Fury and I will edit that at some point in the new release that I will upload later this week.

Unfortunately, after I released this mod pack I left it and forgot about it, but thanks to you, I have remembered about it again and I will continue to make this mod pack better with each new release :D


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 Post subject: Re: The Fury Strike Mod Pack
PostPosted: April 12th, 2012, 7:14 pm 

Joined: April 11th, 2012, 7:25 pm
Posts: 2
Ha ha, glad to be of help :lol: I can't wait!


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